Gaming machines games of skill

ABSTRACT

The invention provides a machine which simulates the game of snap. Two symbols representing the cards thrown by the two players are displayed at random from two groups of symbols. The snap call which is given when the two symbols displayed are the same is simulated by the player pressing a button. In the case of the player playing the machine the machine snap signal is controlled by a variable time delay circuit, and in the case of the player playing a second player the second players snap signal is controlled by the second player pressing a second button. The machine determines the first to call snap and effectively transfers cards to the winner. The machine may be provided with a prize or token dispenser, or may give free games in a coin controlled embodiment.

[451 Feb. 11, 1975 United States Patent [191 Grazebrook GAMING MACHINES GAMES OF SKILL Primary Examiner-Paul E. Shapiro Robert Francis Needs Grazebmok, Attorney, Agent, or Firm-Lawrence E. Laubscher Farm Cottage, Colinswood Rd. Farnham Common, Slough, England Feb. 21, 1974 Appl. No.1 444,490

[76] Inventor:

[57] ABSTRACT The invention provides a machine which simulates the game of snap. Two symbols representing the cards thrown by the two players are displayed at random from two groups of symbols. The snap call which is [22} Filed:

a 273/1 35/22 given when the two symbols displayed are the same is 273/1 R, l E, 138 A;

simulated by the player pressing a button. In the case 35/22 R of the player playing the machine the machine snap signal is controlled by a variable time delay circuit, and in the case of the player playing a second player the second players snap signal is controlled by the sec- [58] Field of Search................

0nd player pressing a second button. The machine determines the first to call snap and effectively transfers cards to the winner. The machine may be provided with a prize or token dispenser, or may give free games in a coin controlled embodiment.

273/! E 273/1 E 273/138 A 3.008,7l2 Konopka.................,........... 3.503.608 3/1970 Ylinen....... 3 659 853 5/1972 Church 8 Claims, 32 Drawing Figures CARDS IN YOUR HAND WINNING l 25456789lOlll'Zl5l4l5l6 915 LOSING 8 vva a wee 8V QQM eve 7V VVM A VVA 8v v v M VVA 7' PATENTED 1 I975 3.865.368

SHEET UlUF 28 BUS A h STORE h ANO hANOS hANI ySTORE yANO yANOS yANI BUS B sw11c11 ON GAME MACHINE INITIALISE SCORE FRM 218(F|G.3)

FR 0M 2046105) 1 V. DEAL CARD TO EACH 0 HAND FROM PsEuDo- QQ RANDOM NUMBER 6 101 MATCH SET'SNAPPABLE" GENERATOR 0F CHOSEN Q BISTABLE AND 51 SET. cLEAR GAME ON 105 AYENSNAPADE FLIP-FLOP. 213 T LAMPS SET RANDOM BOTH LAMPS" A LAMP ON FAILURE 11 DISPLAY TOP CARDS 102 FOR ABOUT c.

CALCULATE 5 OF PLAYERS HAND PLUS gh ANI h mm) 106 TOTAL 512E YES CAPJOR. c1DE EMO E WHO CLEAR ANO sNAPPED Fl 0R h ANO MADE M151 y ANOS 11 M05 (8) A 1 J SET ADDRESSES yANI AND hANI 107 STEP ON BOTH TO 8 AND""9-' L OUTPUT ADDRESSES R ECTIVELIYLJ 104 yANo AND hANo -s GAME IN. J T0 NEXT TOP cARDs Q9 WAIT 2 sEcs, SET SNAP scoRE =8 SET SIZE INDICATO9R.

l 1 TO 201 (F) FIG. 2

PATENTED FEB] 1 I975 NEITHER SHEET D3UF 28 y AKES h STACK COPY h ANOs TO N ANO. DISPLAY NEW h STACK" FOR /4 SEC.

INDICATE GAME WON INCREMENT SCORE, CLEAR E/h ANO. sET OTsPENsER cOuNT TO LOSE COUNTER I MODULO h TAKES y STACK EXCHANGE (3) EXCHANGE CONTENTS 0F CONTENTS OF yANO ANO yANOs hANO ANO hANOs INCREMENT DECREMENT I SNAP scORE' Q9 sNAP SCORE Q) COPY yANOs l a T0 y W COPY CONTENTS COPY 'cONTENTs D NEW OF y STORE CELL (5) OF h STORE CELL g2 ysTAcgEcFOR NO y ANO TO NO. '1 AND TO h STORE CELL NO. y STORE CELL n AN1 6;) NO. y ANI i 208 V 215 STEP ON BOTH (E! y ANO AND mm m STEP ON BOTH (hamlicUhAATfio) h ANO AND M f UPDATE SIZE OF HAND. e9

\NDICATE GAME LOST INCREMENT LOSE COUNTER mgmgmml 1 I975 3. 865.368

SHEET an 0F 28 NEXT STAGE 4 NUMBER CURRENT STAGE NUMBER \3o3 A I CONTROL I SIGNAL \,504- DISTRIBUTOR I I I I CONTROL SIGNALS NEXT STAGE 5 NUMBER SELECTOR II PATENTED 1 I975 3. 865.368

SHEET OBUF 2s 405 WM 402 V 6D 407 hTAKES SNAPPABLE 409 h wm EBISTABLE 401 5 y (408-1 v 400 I NEITHER;

' yTAKES :Q-- DELAY ywm A 40 .410 Z I 4 L405 b. 4

(SE GAME g SCORE *COUNTER REGISTER 418 E05! COUNTER MODULO M 421 419 gig I (s /RA E SNAP SCORE M ON 420 REGISTER L 2116 41; WIN/LOSE FIG. 6

START PATENTED 3,865,368

SHEET O7UF 28 4KHZ 431 '3 ms 32 ms 437 GAME SCORE MACH'NE SNAP SNAP SCORE PATENTED I 1 I975 DELAY 200ms Fla. 8

SOOHZ SNAP PATENTEB FEB] 1 I975 v SHEET CSOF 28 LATCH I STORE FIG. 9

RIGHT HAND CARD LAMPS LEFT HAND CARD LAMPS PATENTED-FEB1119T5 1865,3623

' SHEET lOUF 2 8 GATES C2) J r r TO }BUSA GATES FATE MED FEB] 1 I975 .SHEET llUF 28 JPC CK HOLD CK COUNTER (hANO) CARRY DISPENSE 

1. An amusement machine for simulating the playing of a game of snap, comprising means for simultaneously displaying at least one symbol selected from one series of symbols and at least one symbol selected from a second series of symbols; means operable by a player to indicate an observed concurrence or relationship between the symbols selected from said respective series of symbols; means in the machine for indicating when a concurrence has not been indicated before the occurrence of another event.
 2. An amusement machine in accordance with claim 1, for a game in which a human player plays against the machine, wherein said another event is the ending of a predetermined time interval after the commencement of display of said symbols.
 3. An amusement machine in accordance with claim 2, wherein said machine includes means for registering the number of games won or lost by said player.
 4. An amusement machine in accordance with claim 3, wherein said machine includes means for adjusting said time interval in accordance with the number of games won or lost by said player or players.
 5. An amusement machine in accordance with claim 1, for a game in which two human players play against each other, wherein said another event is the operation by the second player of means to indicate said observed concurrence or relationship.
 6. An amusement machine in accordance with claim 1, wherein the operation of said machine is initiated by the insertion of a coin or token therein.
 7. An amusement machine in accordance with claim 6, including means for dispensing articles, coins or tokens.
 8. An amusement machine in accordance with claim 7, wherein the number of articles, coins or tokens dispensed depends on the number of games won oR lost by a player. 